2017-06-05 21:08:55 +00:00
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_D3D12_D3D12BACKEND_H_
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#define BACKEND_D3D12_D3D12BACKEND_H_
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#include "nxt/nxtcpp.h"
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2017-07-06 18:41:13 +00:00
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#include "backend/DepthStencilState.h"
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#include "backend/Device.h"
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#include "backend/RenderPass.h"
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#include "backend/ToBackend.h"
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#include "backend/d3d12/d3d12_platform.h"
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namespace backend { namespace d3d12 {
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class BindGroup;
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class BindGroupLayout;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class Framebuffer;
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class InputState;
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class PipelineLayout;
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class Queue;
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class RenderPass;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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class CommandAllocatorManager;
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class DescriptorHeapAllocator;
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class MapReadRequestTracker;
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class ResourceAllocator;
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class ResourceUploader;
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struct D3D12BackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using FramebufferType = Framebuffer;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassType = RenderPass;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
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return ToBackendBase<D3D12BackendTraits>(common);
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}
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void ASSERT_SUCCESS(HRESULT hr);
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// Definition of backend types
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class Device : public DeviceBase {
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public:
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Device();
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~Device();
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BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
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BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
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BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
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BufferBase* CreateBuffer(BufferBuilder* builder) override;
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BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
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CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
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ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
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DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
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FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
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QueueBase* CreateQueue(QueueBuilder* builder) override;
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RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
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RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
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SamplerBase* CreateSampler(SamplerBuilder* builder) override;
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ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
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SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
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TextureBase* CreateTexture(TextureBuilder* builder) override;
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TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
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void TickImpl() override;
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ComPtr<IDXGIFactory4> GetFactory();
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ComPtr<ID3D12Device> GetD3D12Device();
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ComPtr<ID3D12CommandQueue> GetCommandQueue();
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DescriptorHeapAllocator* GetDescriptorHeapAllocator();
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MapReadRequestTracker* GetMapReadRequestTracker() const;
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ResourceAllocator* GetResourceAllocator();
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ResourceUploader* GetResourceUploader();
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void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
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ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
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uint64_t GetSerial() const;
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void NextSerial();
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void WaitForSerial(uint64_t serial);
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void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists);
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private:
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uint64_t mSerial = 0;
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ComPtr<ID3D12Fence> mFence;
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HANDLE mFenceEvent;
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ComPtr<IDXGIFactory4> mFactory;
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ComPtr<IDXGIAdapter1> mHardwareAdapter;
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ComPtr<ID3D12Device> mD3d12Device;
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ComPtr<ID3D12CommandQueue> mCommandQueue;
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2018-02-07 14:34:30 +00:00
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CommandAllocatorManager* mCommandAllocatorManager = nullptr;
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DescriptorHeapAllocator* mDescriptorHeapAllocator = nullptr;
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MapReadRequestTracker* mMapReadRequestTracker = nullptr;
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ResourceAllocator* mResourceAllocator = nullptr;
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ResourceUploader* mResourceUploader = nullptr;
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struct PendingCommandList {
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ComPtr<ID3D12GraphicsCommandList> commandList;
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bool open = false;
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} mPendingCommands;
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};
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class RenderPass : public RenderPassBase {
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public:
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RenderPass(Device* device, RenderPassBuilder* builder);
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private:
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Device* mDevice;
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};
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_D3D12BACKEND_H_
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